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SoftCollisionMesh

Struct SoftCollisionMesh 

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pub struct SoftCollisionMesh { /* private fields */ }
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A mesh a soft body collides through: a polyline (2D) or triangle mesh (3D) whose vertices follow the body’s particles, and the collider holding it. A skinned mesh carries thin features the coarse cells cannot: its vertices are barycentric combinations of the particles.

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impl SoftCollisionMesh

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pub fn id(&self) -> SoftMeshId

Where this mesh lives in its soft body.

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pub fn collider(&self) -> ColliderHandle

The collider holding this mesh’s shape (invalid for a mesh that is only drawn).

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pub fn collision_enabled(&self) -> bool

Whether this mesh collides (false: it is only drawn).

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pub fn indices(&self) -> &[[u32; 3]]

The mesh’s elements: segments in 2D, triangles in 3D, or segments in 3D for a wire (u32::MAX fills the unused slot then; see Self::element).

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pub fn element(&self, i: usize) -> &[u32]

The vertices of the i-th element: two for a segment, DIM for a facet.

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pub fn arity(&self) -> usize

How many vertices this mesh’s elements have: 2 for a wire (a rope in 3D, and every mesh in 2D), DIM for a surface.

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pub fn is_wire(&self) -> bool

Whether this mesh is a wire (segments in 3D): a curve, with no inside and no facets.

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pub fn binding(&self) -> &SoftMeshMapping

How this mesh’s vertices follow the computational mesh.

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pub fn is_skinned(&self) -> bool

Whether this mesh rides the body’s cells rather than its particles.

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pub fn is_closed(&self) -> bool

Whether this mesh is closed (every segment vertex / triangle edge shared by exactly two elements).

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pub fn is_oriented(&self) -> bool

Whether this mesh’s collider shape carries parry’s ORIENTED flag, as of the last step.

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pub fn is_solid(&self) -> bool

Whether this mesh encloses solid matter: closed and oriented. Its contacts with other bodies are then oriented outward and nothing is held inside it; otherwise it is two-sided.

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pub fn self_contacts_enabled(&self) -> bool

Whether this mesh collides with itself.

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pub fn vertex_count(&self) -> usize

The number of vertices of this mesh.

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pub fn vertices(&self) -> &[Vector] ⓘ

The cached world-space vertices of a skinned mesh (empty for a direct mesh, whose vertices are its particles: see Self::vertex_positions).

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pub fn vertex_positions<'a>( &'a self, body: &'a SoftBody, ) -> impl ExactSizeIterator<Item = Vector> + 'a

The world-space position of every vertex of this mesh.

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pub fn vertex(&self, body: &SoftBody, i: usize) -> Vector

The world position of the i-th vertex.

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pub fn vertex_velocity(&self, body: &SoftBody, i: usize) -> Vector

The world velocity of the i-th vertex: a skinned vertex moves with the cell holding it.

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pub fn vertex_anchors(&self, body: &SoftBody, i: usize) -> ([u32; 4], [f32; 4])

The particles a contact at the i-th vertex acts through, and their weights: the vertex’s own particle for a direct mesh, the particles of the cell holding it for a skinned one.

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impl SoftCollisionMesh

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pub fn topology_version(&self) -> u32

A counter bumped whenever this mesh’s topology changes: a renderer keying its mesh on it rebuilds only what changed.

Trait Implementations§

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impl Clone for SoftCollisionMesh

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fn clone(&self) -> SoftCollisionMesh

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for SoftCollisionMesh

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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